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Reimagining Characters with Unreal Engine's MetaHuman Creator

You're reading from   Reimagining Characters with Unreal Engine's MetaHuman Creator Elevate your films with cinema-quality character designs and motion capture animation

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Product type Paperback
Published in Dec 2022
Publisher Packt
ISBN-13 9781801817721
Length 356 pages
Edition 1st Edition
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Authors (2):
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Ciaran Kavanagh Ciaran Kavanagh
Author Profile Icon Ciaran Kavanagh
Ciaran Kavanagh
Brian Rossney Brian Rossney
Author Profile Icon Brian Rossney
Brian Rossney
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Table of Contents (17) Chapters Close

Preface 1. Part 1: Creating a Character
2. Chapter 1: Getting Started with Unreal FREE CHAPTER 3. Chapter 2: Creating Characters in the MetaHuman Interface 4. Part 2: Exploring Blueprints, Body Motion Capture, and Retargeting
5. Chapter 3: Diving into the MetaHuman Blueprint 6. Chapter 4: Retargeting Animations 7. Chapter 5: Retargeting Animations with Mixamo 8. Chapter 6: Adding Motion Capture with DeepMotion 9. Part 3: Exploring the Level Sequencer, Facial Motion Capture, and Rendering
10. Chapter 7: Using the Level Sequencer 11. Chapter 8: Using an iPhone for Facial Motion Capture 12. Chapter 9: Using Faceware for Facial Motion Capture 13. Chapter 10: Blending Animations and Advanced Rendering with the Level Sequencer 14. Chapter 11: Using the Mesh to MetaHuman Plugin 15. Index 16. Other Books You May Enjoy

Retargeting the DeepMotion motion capture

As in previous chapters, you’ll need to create an IK Rig as the source. So, while in the Deepmotion folder, right-click anywhere and choose Animation, followed by IK Rig, as per Figure 6.14:

Figure 6.14: Creating an IK Rig

To avoid confusion, call this IK Rig Source_DM_Happy (this will help us later when we are looking for it).

Then, as we have also done before, follow the same process to create IK chains. Again, we will need to create six separate IK chains corresponding to the following:

  • The root to the hip
  • The spine and head
  • The left arm
  • The right arm
  • The left leg
  • The right leg

The only thing that is different, and you should expect this when importing motion capture from different sources, is the naming convention. The DeepMotion naming convention can be seen in Figure 6.15, where they use the JNS abbreviation for joints and start each appendage with the l_ or r_ prefix...

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